Integrate gauges into cockpit dashboard

This commit is contained in:
chindit committed 2026-10-03 09:40:36 +02:00
1 parent 0b79bf9b82
commit 53288b48c8
7 files changed
+213 -17

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@@ -17,6 +17,7 @@ var rubber: Material
var gauge_face: StandardMaterial3D
var gauge_glass: StandardMaterial3D
var needle_paint: StandardMaterial3D
var instrument_screen: ShaderMaterial
var warm_emission: StandardMaterial3D
@@ -65,6 +66,7 @@ func _init() -> void:
)
gauge_glass = _glass_material()
needle_paint = _plain_material(Color(0.68, 0.055, 0.022), 0.12, 0.44)
instrument_screen = _screen_material()
warm_emission = _emissive_material(Color(0.96, 0.52, 0.18), 2.4)
@@ -167,6 +169,30 @@ func _glass_material() -> StandardMaterial3D:
return material
func _screen_material() -> ShaderMaterial:
var shader := Shader.new()
shader.code = """
shader_type spatial;
render_mode diffuse_burley, specular_schlick_ggx;
void fragment() {
vec2 centered = UV - vec2(0.5);
float vignette = 1.0 - smoothstep(0.28, 0.72, length(centered));
float scanline = 0.94 + 0.06 * sin(UV.y * 720.0);
float edge = mix(0.68, 1.0, vignette);
vec3 phosphor = vec3(0.025, 0.105, 0.11) * edge * scanline;
ALBEDO = phosphor;
EMISSION = phosphor * 0.38;
METALLIC = 0.08;
ROUGHNESS = 0.18;
SPECULAR = 0.82;
}
"""
var material := ShaderMaterial.new()
material.shader = shader
return material
func _emissive_material(color: Color, energy: float) -> StandardMaterial3D:
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED